8/5/2023 0 Comments Make a monkey happy game![]() To address that problem, Wall and his colleagues developed an autism treatment program that uses augmented reality wearables – specifically Google Glass – to provide children with cues about the emotions of people with whom they are interacting. Social reciprocity is best learned when children are quite young, and various strategies for teaching it to children with ASD – using, for example, handheld flash cards – have proven effective but not generalizable or scalable, Wall says. The Guess What? Origin StoryĬhildren with ASD typically struggle with making eye contact and engaging in what’s called social-emotional reciprocity – the back and forth of social interaction that requires an understanding of nonverbal cues including, among other things, the recognition of emotion in others’ faces. “The methods that the Wall Lab has developed for autism can enable new general purpose models of human behavior which can be applied to all sorts of conditions, including other developmental delays, mental health conditions, and affective disorders such as schizophrenia,” says Peter Washington, who recently completed his PhD in Wall’s lab and is now an assistant professor of information and computer science at the University of Hawaii. The work, which uses computer vision as well as other forms of AI, has potential applications for other types of behavioral analysis as well. įor a few years now, Wall and his colleagues have been gathering Guess What? home video recordings and using them to develop new ways to diagnose ASD remotely, improve emotion-recognition datasets, track children’s progress recognizing emotions, and ultimately improve ASD treatments. “If we switch the camera on, and we can give useful prompts to the child, we can challenge them, help them, and capture information as we go,” says Dennis Wall, professor of pediatrics, of psychiatry and behavioral sciences, and of biomedical data science at Stanford Medicine and an affiliated faculty member with the Stanford Institute for Human-Centered Artificial Intelligence. Each 90-second game session is video recorded and can be submitted (with appropriate consents and privacy protections) to Stanford researchers. The adult then guesses what the child is acting out and registers correct answers by tilting the phone forward incorrect by tilting it back.įor children with autism spectrum disorder (ASD), the game provides a quick dose of therapeutic learning in the home setting – helping them make eye contact with their caregivers as well as helping them associate specific emotions with various facial expressions.īut the value of Guess What? goes much deeper. It might be a monkey, a soccer player, or perhaps a happy or sad face. ![]() In the game Guess What? created by Stanford researchers, an adult caregiver holds a smartphone to his or her forehead and asks a child to mimic an image displayed on the screen.
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